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Planet Apocalypse: The Pack of the Pit

Expansion for Cthulhu WarsExpansion for Planet Apocalypse

Planet Apocalypse: The Pack of the Pit Rulebook

Table of Contents

Table of Contents

  • Investigators
    • Amelia Azevedo
    • Penrod Wallenstein
  • Fourth Circle Terrors
    • Gadarene
    • Raparee
    • Hortator
  • Independent Great Old Ones
    • Orobas
      • Royal Immunity
    • Humbaba
      • Poison Arrows

Investigators

Amelia Azevedo

Investigator

Pay 1 Doom to take this Loyalty Card–then hand the loyalty card to another Player, who places Amelia in his pool.

Cost: 1

Combat: 1

Traitor (Ongoing): Any player can Move any investigator.

Starstone (Gather Power): A captured investigator costs the captor 1 Power instead of granting 1 Power.

Self-Sacrificing (Post-Battle): If Amelia was in the battle, she must be the first Kill chosen. If Amelia is not in a battle, or was eliminated in pre-Battle, then your most expensive monster must be the first kill chosen.

Penrod Wallenstein

Investigator

Pay 1 Doom to take this Loyalty Card– then hand the loyalty card to another Player, who places Penrod in his pool.

Cost: 1

Combat: 2

Traitor (Ongoing): Any player may Move any Investigator.

Starstone (Gather Power Phase): A captured investigator costs the captor 1 Power instead of granting 1 Power.

Brash (Ongoing): If Victor is not in the Battle, your opponent gains 1 Doom or 1 Power (his choice).

[Editor's note: Brash refers to Victor, the investigator on a different card of the compendium, so the reference is printed as-is.]

Fourth Circle Terrors

Gadarene

Fourth Circle Terror

Pay 2 Doom and 2 Power to obtain this Loyalty Card, then place the Mandrake at your controlled Gate.

[Editor's note: the card prints "Mandrake" here, not "Gadarene"; transcribed as printed.]

Cost: 2

Combat: 5

Fourth Circle (Gather Power): Lose 1 Power during Gather Power for each Fourth Circle Terror loyalty card you own (whether or not the unit is currently in play)

Mastermind (Ongoing): Each time the Gadarene is placed on the map, you may move all enemy Great Old Ones into an area adjacent to their current area, chosen by you.

Raparee

Fourth Circle Terror

Pay 2 Doom and 2 Power to obtain this Loyalty Card, then place the Elemental at your controlled Gate.

[Editor's note: the card prints "Elemental" here, not "Raparee"; transcribed as printed.]

Cost: 2

Combat: 3

Fourth Circle (Gather Power): Lose 1 Power during Gather Power for each Fourth Circle Terror loyalty card you own (whether or not the unit is currently in play).

Robbery (when spawned): Each time the Raparee is placed on the map, each enemy player must take 1 of their Elder Signs (if any) and place them on the Doom track. When the Raparee is eliminated or killed, each enemy player chooses one of these Elder Signs, randomly, and returns it to their store.

Hortator

Fourth Circle Terror

Pay 2 Doom and 2 Power to obtain this Loyalty Card, then place the Cendiary at your controlled Gate.

[Editor's note: the card prints "Cendiary" here, not "Hortator"; transcribed as printed.]

Cost: 2

Combat: 3

Fourth Circle (Gather Power): Lose 1 Power during Gather Power for each Fourth Circle Terror loyalty card you own (whether or not the unit is currently in play).

xhort (Battle): If the Hortator is in a battle, add +1 combat die for each other different type of unit you have present. Example: if you have 5 cultists, 2 nightgaunts, (both combat 0) and a Hunting Horror (combat 2) present, along with the Hortator, you'd roll 2 (Hunting Horror) + 3 (Hortator) +0 (nightgaunts & cultists) + 3 (three unit types) for a total of 8 dice.

[Editor's note: the first letter of this ability label is not legible as printed. It appears as "x" in both the page image and the PDF text layer, so it is transcribed as "xhort" and not corrected.]

Independent Great Old Ones

Orobas

Great Old One

How to Awaken Orobas (Cost 4):

  1. Your controlled Gate is in an Area with your Great Old One.

  2. Pay 4 Power, and place Orobas in the Area containing the Gate.

Cost: 4

Combat: 8

Royal Retribution (post-Battle): If Orobas was in the battle, give your opponent a Royal Token post-Battle.

Plaque on card: Any enemy, as an action, pays 1 Power. You gain 1 Power.

Royal Immunity

Spellbook

Royal Immunity (pre-Battle): An opponent can spend a Royal token to either immediately gain 1 Power, or to reduce Orobas's attack to 0 for this battle.

Humbaba

Great Old One

How to Awaken Humbaba (Cost 2):

  1. Your controlled Gate is in an Area with your Great Old One.

  2. Pay 2 Power, and place Humbaba in the Area containing the Gate.

Cost: 2

Combat: 2

Swarm (Battle): Instead of rolling Humbaba's attack dice, you can choose to automatically score two Pains.

Plaque on card: A Kill is scored in a battle in which Humbaba is present.

Poison Arrows

Spellbook

Poison Arrows (Ongoing): If Humbaba is in a battle, and any kills are scored on his enemy, one additional kill is scored against Humbaba's forces.

[Editor's note: the Independent rules block (Awakening, Death, Spellbook, Doom Phase, Note) is present in the PDF text layer beneath the Humbaba card art but is not visible on the rendered page, so it is not transcribed here. The same shared Independent Great Old Ones rules are transcribed in the Power Pack rulebook under "Independent Great Old Ones (reference card)".]